/Engine/Plugins/Experimental/PCG/Source/PCG/Public/Data/PCGRenderTargetData.h
TODO: It's possible that caching the result in this class is not as efficient as it could be if we expect to sample in different ways (e.g. channel) in the same render target
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGRenderTargetData : public [UPCGBaseTextureData](API\Plugins\PCG\Data\UPCGBaseTextureData)
TObjectPtr<UTe...
RenderTarget